altai
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Idea Dump
- [ ] since MSAA must be either on or off for all MRT render targets, the SampleCount should move from TextureOptions to PassOptions, and the glMSAARenderBuffer should not be owned by the texture object but the pass object
- [ ] same for the pass depth-stencil renderbuffer this should move from the texture to the pass, and PassOptions should have a DepthStencilFormat member instead of accepting a texture object